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Metaverse Virtual Reality may meet the same fate as Augmented Reality | Technology

Metaverse Virtual Reality may meet the same fate as Augmented Reality | Technology
Metaverse Virtual Reality may meet the same fate as Augmented Reality 

Metaverse Virtual Reality could follow in the footsteps of Augmented Reality

The Metaverse is now being touted as the next level deep dive into the world of immersive experiences, into the 'hybrid normal'.

Let us take a break from the discussion surrounding the metaverse and find out what really happened to the virtual reality/augmented reality (VR-AR) boom that people witnessed a few years ago, as people began to capture real-world scenarios.  began to feel three-dimensional.  (3D) Via wearable headset.

Adopted by the gaming and entertainment sectors, AR-VR headsets once filled malls and public places in India, and oval-shaped VR stations were headlined for children to experience various immersive worlds like car-racing or horror.  Required wear-mounted device (HMD).  In the forest

However, the initial interest quickly disappeared, and the last two years of the pandemic resulted in the closure of most such VR outlets.

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Smartphone Adoption

In the same period, smartphone adoption exploded and India alone now has over 500 million users.

Despite arriving on the scene about six-seven years ago, the massive AR-VR impact remains to be seen – on both the consumer and enterprise fronts – though things are slowly starting to move forward.

According to IDC, amid the metaverse buzz, the worldwide market for AR/VR headsets grew dramatically by 92.1 percent (year-on-year) in 2021 and shipments reached 11.2 million units.

Tom Menelli, Group Vice President of Device & Consumer Research, said, "However, AR headsets continue to represent a small portion of the overall AR/VR headset market and the volumes we see are almost exclusively on the business side of the business." 

There's no doubt that Metaverse is fueling the hype and investment around AR and VR, and a host of adjacent technologies, "but we don't expect this sly behavior to affect headset volume anytime soon". 

Meanwhile, there have been several reports of users experiencing mental fatigue, headache/eye strain, nausea and other health problems while wearing the VR headset.

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New Promotion

The Metaverse is now being touted as the next level deep dive into the world of immersive experiences in the 'Hybrid Normal' that will result in your virtual avatars meeting in various settings such as meetings at the office, sunbathing on the beach or shopping at the mall, imitating real life.

Despite the global hype, the Metaverse, the 3D experience layer of the Internet, is not here yet, according to JP Gounder, principal analyst at Forrester.

"The Metaverse hype has eluded the interest of the general public in the short term. It will take many years to build the Metaverse. The Metaverse doesn't exist yet due to the lack of interoperability and portability of experiences," Gounder told IANS.

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Challenges

For the Metaverse to become a reality, it must support an immersive experience of interoperable and interlinked environments delivered through a variety of devices – from smartphones and VR headsets to other form factors that have yet to be envisioned.

“The enterprise segment will adopt some of the Metaverse precursor technologies sooner than the mass market of consumers,” Gounder said.

Late last month, Snap CEO Evan Spiegel criticized the Metaverse, saying that the concept is "too vague and fanciful", taking a clear dig at Facebook CEO Mark Zuckerberg, who has spent billions of dollars building a big deal around the Metaverse.  Plans have been made.

Meta is also opening its first retail store in the US on April 9 that will sell its AR-VR headset Quest 2, Quest 2 accessories and Portal smart video devices.

A Gartner report in February said that more than a third of consumers (35 percent) had never heard of Metaverse.

About 58 percent of respondents had heard of the metaverse but didn't know what it meant.

Only 6 percent of people identified their understanding of the metaverse as being intuitive enough to explain it to others.  About 21 percent said they are concerned about the effects of the metaverse.

"Considering the metaverse is a luxury that most people don't have time for," said Kyle Rees, senior director and analyst at Gartner.

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Metaverse is still a buzz

According to Pratibha Mohapatra, Vice President and Managing Director, Adobe India, how many experiences people will end up with in the Metaverse is not clear at the moment as it is only a discussion.

“In the Metaverse, we are now having more conversations, meetings, places and sightseeing etc. How much people would like to accept this remains a question. However, for a distributed and hybrid workforce in the pandemic, the Metaverse  Collaborating in genre scenarios. Will only increase in importance," Mohapatra told IANS.

Gounder said that consumer experiences as a whole will take longer to mature to the point where a larger market of people wants to engage with them.

"Today, it's mostly gamers and very young consumers who are spending a significant amount of time in the virtual world," he said. Single-vendor platform activations such as augmented or virtual worlds, gaming environments, and development tools are only precursors to the Metaverse.

“Metaverse also requires regulatory standards, a privacy code of conduct, and inclusive and compelling user experience (UX) design,” emphasized Gounder.

Source: IANS, ummid.com, Direct News 99